/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayCueNotify_Static.h
A non instantiatedUObjectthat acts as a handler for a GameplayCue. These are useful for one-off "burst" effects.
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, Meta=(ShowWorldContextPin), HideCategories=(Replication)) class UGameplayCueNotify_Static : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
FName
GameplayCueName
Mirrors GameplayCueTag in order to be asset registry searchable
FGameplayTag
GameplayCueTag
Tag this notify is activated by
bool
IsOverride
Does this Cue override other cues, or is it called in addition to them? E.g., If this is Damage.Physical.Slash, we wont call Damage.Physical afer we run this cue.